Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a creature takes a hit from a Hallucinogenic (X) weapon, it must pass a Toughness Test with a penalty equal to 10 times the number in parenthesis (X) or suffer a temporary delusion and roll 1d10 on the Hallucinogenic Effects Table. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.